Draping of clothing is lacking
cherpenbeck
Posts: 1,417
I don't know how often I have lookes at some of the new clothing items, especially these for men (like Sir Worthington), longing to buy the stuff, but put off by the very faulty looking btw. non existing faults and creases. These things look like stretched plastic or rubber, not like fabric or cloth. And the existing tube-like shapes in theses fabrics don't look convincing.
On the other side there are clothes for M4 which look much better (M4 Pirate or Sea Dogs 1), and the even better clothing Aave Nainen made for Genesis. So it can be made different.
I wish there was an easy way to make creases and faults in clothing, so I could use the stuff I really want and have it look believable. Or is there a way, besides asking the vendors for more of their valuable working time, even if I'm a 3D novice and not a modeller?

Comments
...one way would be cloth dynamics, however Daz uses a closed end system which requires purchasing specific clothing content created with Optitex, and also purchasing the full dynamic engine (about 50$) to get all the controls.
A more "open" cloth dynamics engine is included with Poser/Poser pro which allows for "clothification" of even "fitted" clothing. but it is tricky to use and the programme doesn't play well with the Genesis figures. You would have to pose the character, run the simulation on the clothing, "freeze" it to your liking (all in Poser), then import it back into Daz.
Some options are
- DAZ native dynamic clothes as already mentioned
- Use D-formers to adjust the clothes in DAZ. The problem with these are they are difficult to use and would only be helpful for minor adjustments
- Export the character and clothing as objs and import into a 3d modeling tool, move the geometry, export the cloth, reimport into DAZ as a morph. This gives you the most control but it is more time consuming and requires a modeling tool such as Hexagon or Blender.
- Export the character and clothing as objs as in the prior case but instead of manually moving the geometry use a cloth simulation. Blender has a cloth sim built in and there is a product called Wrinkle sold here that do this.
You could always look at this product, which is designed to help you create you own morphs to put crease and wrinkles into clothing. It is probably a bit easier to do than via the poser route once you have worked out how to use it.
http://www.daz3d.com/wrinkle-3d
+1 to OP
One of the reasons I pass on many clothes - some look great, but hang away from limbs, which is certainly far from natural; I like dynamics, despite having a couple of limitations.
What you are describing is the old style tube-like clothing without drape effects that is a throwback to the early days of Daz and Poser. I'm surprised that vendors still make these types of clothes, and more surprised that people buy them. They look awful.
This wrinkle 3D could be used on such Sir-Worthington-clothing with theses tube-styled creases from the shoulder to the hand? Or do I need a plainone- tube sleeve for starting?
Wrinkle 3D works in a similar way to dynamic clothing. You export the original clothing item and the character wearing it and import that into Wrinkle3D in order to run the simulation to get more accurate looking clothing creases. You then export these as morphs, and re-import back into DS for use on the non-dynamic clothing to make them look more natural. Like any piece of software it may not do everything you want it to, but is a useful tool to have if you need it. Naturally it would be far better if DS had a proper dynamics engine running inside it, but until (if ever) that happens, we need to use outside solutions.
I make my own clothes in Marvelous Designer. I mix and match clothes I buy here with the ones I make. I can get wrinkles and seams and very realistic clothing by lowering the particle distances (polygon sizes). I do believe that some of the more natural looking clothes you see from vendors may have started in MD, and gone on to zbrush and then rigged. Denise
With dynamic clothing sharp bends often look like crumbled paper. You even see it in promos.
This is usually due to the mesh being made up of a grid of quads, and a folds trying to happen along a line diagonal to the grid. Meshes made from "randomized" trianlges (such as what Marvelous Designer puts out) behave far more realistically in dynamic simulations.
Sadly while the human models are getting more realistic clothing seems not to have progressed that far.
I just purchased a men's outfit at this store with a gaping belt and waist with no adjustments. It is useless to me without the shirt which conceals the obvious issue.
Clothing also continues to be sold with rubbery plastic textures which don't look like cloth, no seams or with baked on shadows and fake looking wrinkles.
OK, but tris are generally to be avoided as far as I understand, especially if you're using Poser.
Only for traditional rigging. For dynamics, you want the tris or you will get the crumpling effect.
Tbh, I'm not sure that the "quads only" rule is even necessary in the newer versions of Poser, provided your normals are all facing the correct way, you have no n-gons, and you have enough density in your mesh for bending. Not that I'm a rigging expert at all, though.
Tris do make it harder to build matt zones with the geometry editor though.
Quads is more for when modeling, so when subdividing, the flow of edge-loops is more predictable. Exporting for 3d games, as an example, it is usual to convert to tris - or at least it was.
And there is also the case, that quads are two tris and generally hidden from the modeller. In effect they're a tool.
Example 01 is adding loops to a quad ring
Example 02 is adding a loop that has triangles.
Example 03, what happens when those triangles become quads, and have further loops intersecting them - not necessarily a problem, but it could be become one. The highlighted loop, is just the addition of one one loop, yet it looks to be more than one.